draco/unity/DracoDecodingObject.cs
Ondrej Stava 5186ec2f7a Updated snapshot to 1.2.4
* Up to 20% faster decoding
* Added support for integer attributes to our Javascript Encoder
* Fixed issues with THREE.DracoLoader not releasing memory associated
with the Draco module
* OBJ decoder can now be used to parse pure point clouds
* Added Unity plugins to support runtime loading and design-time
importing of encoded Draco files
2017-12-13 12:24:57 -08:00

46 lines
1.6 KiB
C#

// Copyright 2017 The Draco Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class DracoDecodingObject : MonoBehaviour {
// This function will be used when the GameObject is initialized.
void Start() {
// If the original mesh exceeds the limit of number of verices, the
// loader will split it to a list of smaller meshes.
List<Mesh> mesh = new List<Mesh>();
DracoMeshLoader dracoLoader = new DracoMeshLoader();
/*
* Here we use the compressed Bunny model as example.
* It's in unity/Resources/bunny.drc.bytes.
* Please see README.md for details.
*/
int numFaces = dracoLoader.LoadMeshFromAsset("bunny", ref mesh);
/* Note: You need to add MeshFilter (and MeshRenderer) to your GameObject.
* Or you can do something like the following in script:
* AddComponent<MeshFilter>();
*/
if (numFaces > 0) {
GetComponent<MeshFilter>().mesh = mesh[0];
}
}
}